Files
david raistrick 055895875a Dev-only bulk delete all campaigns; deleteCollection SQL bulk + gates
Feature: debug button to wipe all campaigns/encounters/logs in dev builds.
Previously bulk delete fetched all logs per campaign, client-filtered,
batchWrite — 30s+/campaign. Now SQL bulk DELETE, no fetch.

Server (server/db.js, server/index.js):
- deleteCollection(collPath, {where}) — SQL DELETE FROM docs WHERE parent=?,
  optional where-filter. Broadcasts deletions to WS subscribers.
- DELETE /api/collection endpoint
- Gate: ALLOW_DEV_ENDPOINTS=1 env OR createServer({allowDevEndpoints:true})
- createServer accepts allowDevEndpoints param (tests bypass env)

Storage (src/storage/server.js, src/storage/firebase.js):
- deleteCollection(path, whereField, whereValue) both adapters
- Firebase: fetch matching + batch-delete (firestore no bulk), 500-chunk
- Gate: throws if NODE_ENV not development/test
- Contract-tested both backends

App (src/App.js):
- deleteCampaignCascade refactored (reusable, no try/catch split)
- handleDeleteAllCampaigns: Promise.all per campaign, deleteCollection for
  encounters (no fetch), deleteCollection logs once globally, parallel
- Button dev-gated (NODE_ENV), confirm modal, hidden when no campaigns

Mock fixes (surfaced by new tests):
- firebase firestore mock: added where() export, getDocs applies constraints
  (was returning all docs ignoring query constraints — pre-existing gap)

Tests:
- contract: deleteCollection (bulk, where-filter, empty) both backends
- server-contract: live deleteCollection (bulk, where, 403 gate)
- runStorageContract via makeStorage({allowDevEndpoints:true})

Safety (3 layers):
- UI button hidden in prod (NODE_ENV gate)
- storage method throws in prod (NODE_ENV gate)
- HTTP endpoint 403 in prod (env/param gate)
2026-07-06 19:06:52 -04:00

11 KiB

TODO

Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.

Open

dm list - keep active particpant in view (scroll)

not sure good way to do this

FEAT: player display fade transitions for inactive state

  • Inactive is DM-triggered via Mark Inactive.
  • Player display should fade inactive participant out, then remove from display list.
  • Reactivating should fade participant in.
  • DM display keeps inactive participant visible.
  • Dead state does not imply inactive/disabled.
  • Dying/stable must not fade out or leave layout holes.
  • Dead can keep skull/Dead label; create some good visual cues, no removal - but a cool transition to death would be nice.

TEST GAP: current branch changes need focused coverage

  • Storage where() contract: firebase + server adapters should honor [where('encounterPath','==',x), orderBy('ts','desc'), limit(n)].
  • Server SQL query test: where + orderBy + limit should return latest logs for one encounter only.
  • Undo/redo stack order: undo A3 then A2, redo must replay A2 first, then A3.
  • Combat controls should not subscribe to logs while mounted; undo/redo should query logs only on click.
  • Unified CLI smoke: node scripts/combat.js verify <fixture.json> returns CLEAN on known-good log.
  • Unified CLI replay smoke: node scripts/combat.js replay ... --out tmp/x.json writes JSON array and auto-verifies.
  • Ctrl-C replay behavior: SIGINT during replay should end encounter, clear active display, write partial log, run verify.
  • SQLite schema/index test: idx_docs_parent_ts and idx_docs_parent_encounter_ts exist for server DB.

confirm warnings treated as error = fail in all tests, build pipeline, linters, everything. again.

BUG: addParticipants (batch add) does not slot by initiative

  • shared/turn.js addParticipants appends [...existing, ...new], no slotIndexForInit.
  • Violates INIT doc: "Add = insert into slot by initiative."
  • Single addParticipant slots correct. Batch (add-all-chars) appends.
  • Pre-start batch add = wrong order. Post-start worse.

BUG: nextTurn throws on solo combatant

  • nextActiveAfter loop for step=1; step<n skips when n=1 → {nextId:null}.
  • nextTurn throws "Could not determine next participant."
  • Solo active combat cannot pass turn.

BUG: reorderParticipants cross-pointer drag = silent no-op

  • Cross-pointer drag returns encounter unchanged, no log, no toast.
  • DM drags across current turn → nothing happens, no feedback.

BUG: addParticipant undo missing currentTurnParticipantId when started

  • undo saves participants + conditional turnOrderIds, no currentTurnParticipantId.
  • Pointer can misalign on undo if added near pointer region.

BUG: computeTurnOrderAfterRemoval isActive uses find() not boolean

  • isActive = id => updatedParticipants.find(p => p.id === id && p.isActive)
  • Returns participant obj (truthy) not boolean. Works by accident, fragile.

BUG: select campaign during active combat = screen flicker, no action

  • In active encounter, click different campaign → flicker, no nav, no end.
  • Either block (toast: end encounter first) or auto-end current + switch.
  • Decide UX before fix.

FEAT: generic/non-5e rules mode

  • Campaign/encounter ruleset toggle: 5e vs generic.
  • Generic mode turns off death saves/state machine.
  • Generic mode allows negative HP.
  • 5e mode rejects negative damage/heal and clamps HP at 0.

FEAT: clarify "Is NPC" in add-participant

  • Ambiguous label. May expand work based on what NPC means here (ally? monster? display-only? skip in turn order?). Clarify intent before UX changes.

FEAT: first-class undo/redo UI buttons (B --- do now)

  • Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
  • Undo = revert latest non-undone log. Redo = re-apply latest undone.
  • Uses current 2-write undo (non-tx). Race safety = log refactor later.
  • Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).

FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)

  • Single event schema, one source of truth: { ts, type, payload, undo_payload, undone, encounterId, snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }
  • Common format consumed by: UI log view, download/copy export, replay-combat, analyze-turns. One shape, four consumers.
  • Transactional undo: server endpoint POST /api/undo/:eventId. Single SQLite tx applies undo_payload + flips undone. Replaces fragile 2-write (log update + encounter update as separate calls).
  • Download/copy: exports event stream as JSON for offline analysis.
  • replay-combat + analyze-turns rewritten to emit/consume same event shape.
  • Migration: keep old log entries readable; new format for new writes.

quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)

FEAT - parallel campaigns

FEAT - multi user

FEAT - clarify what end encounter does and what initiatives reset means

Done (history)

FEAT: first-class undo/redo UI buttons (DONE)

  • ↶/↷ pills in InitiativeControls, always visible when encounter open.
  • Undo = latest non-undone log (per encounter). Redo = latest undone.
  • encounterPath added to all 14 log contexts (filter key).
  • redo:patch (forward) added to undoData. Real redo replays forward state.
  • Disabled when stack empty. Tooltip shows target action.
  • Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.

Architecture: 1-list turn order model (slot, never sort)

  • Single source: turnOrderIds === participants.map(id). No re-sort after startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
  • Drag (reorder) = same-init tie-break only. Cross-init blocked.
  • startEncounter sorts ALL participants by init once, then frozen.
  • addParticipant/updateParticipant slot by init (slotIndexForInit), preserve drag order. Display renders participants[] directly (no sort).
  • Static guard test errs if .sort( reintroduced outside allowlist.
  • Design doc: docs/INITIATIVE_ORDERING.md.

Single source of truth: combat logic

  • All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
  • shared/turn.js = only place turn logic lives.

Storage parity (firebase + server adapters)

  • Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
  • Shared contract test runs both identically. Memory adapter deleted; factory throws on unknown mode.
  • ws storage mode renamed to server (env var + adapter name).

Logging contract

  • Every mutating op logs message + undo payload. No-op = null log.
  • Structural enforcement: per-op contract test (turn.logging.test.js) + static source-scan guard (static.no-unlogged.test.js).

Custom conditions per campaign (DONE)

  • Freeform per-campaign conditions. Add applies to participant + persists to campaign palette in one step. Badge render uses merged allConditions (built-ins + custom). toggleCondition accepts any string. Dedup case-insensitive. maxLength 40. Combat + replay tests prove arbitrary string ids survive round-trip.

Death saves: D&D 5e status model (DONE)

  • status is source of truth: conscious, dying, stable, dead.
  • Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
  • Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
  • Revive: dead → 0 HP, stable/unconscious, active.
  • Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
  • Player display hides inactive participants; DM display keeps them visible.

FEAT-3: initiative first-class entry (DONE)

  • Initiative field at add-char, add-monster, edit participant.
  • Inline edit wired. Tie-break = drag order.

UI feedback: toast + info modal (DONE)

  • All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X) for transient failures. InfoModal (persistent OK) for validations. React context provider wraps all 3 App branches.
  • Fixed: native alert vanished instantly on browser focus loss.

Filter dup chars from add-participant dropdown (DONE)

  • Character dropdown excludes chars already in encounter. Prevents dup-add at source. No more dup alert path needed.

Test timeouts (DONE)

  • jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).

Warning = failure in tests (DONE)

  • console.error/warn throw in test env.

BUG-1: addParticipant + pause/resume corrupts rotation

  • RESOLVED as side effect of BUG-2 fix.

BUG-2: addParticipant allows duplicate id

  • FIXED (addParticipant throws on dup id).

BUG-4: hide-player-HP breaks display view

  • FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.

BUG-5: mid-round addParticipant/revive corrupts rotation

  • FIXED --- slot-array + DRY advance core nextActiveAfter.

BUG-6: reorderParticipants doesn't update turnOrderIds

  • FIXED structurally by 1-list model.

BUG-7: reorderParticipants not logged

  • FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave, addParticipants, updateParticipant logging gaps also closed.

BUG-8: server adapter has no reconnect

  • FIXED --- onclose reconnects + re-subscribes existing paths.

BUG-10: deact+reactivate same round double-acts participant

  • FIXED --- 1-list model keeps slot position on toggle. Reactivate does not grant second turn. Test: turn.bug10.test.js.

BUG-11: FE Combat.scenario test crashes

  • FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.

BUG-12: campaign selection follows activeDisplay

  • FIXED.

BUG-13: reorderParticipants crossing current pointer = ambiguous

  • FIXED --- block cross-pointer reorder during active encounter (both dirs). Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double. Pre-combat: free reorder. Test: turn.bug13.test.js.

BUG-14: addParticipant init-insertion breaks after drag-reorder

  • FIXED --- slotIndexForInit scans current list (post-drag aware).

BUG-15: DisplayView re-sorts (drag order not preserved)

  • FIXED --- display renders participants[] directly.

BUG-16: subscribeCollection hook drops queryConstraints

  • FIXED --- neutral builders, both adapters honor orderBy/limit.

BUG-17: dead SDK imports in App.js

  • FIXED --- trimmed (auth + getFirestore + getStorage remain).

BUG-18: stale comments reference deleted memory adapter

  • FIXED.

FEAT-1: Dead characters/NPCs stay in turn order

  • DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
  • Non-NPC monsters still become inactive automatically at death.

combat.scenario 100 rounds not turns

  • DONE --- loops by actual round-wrap count.

feat: add all characters to participants list

  • DONE --- addParticipants bulk add wired.